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Messages - darkmarc86
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1
« on: April 17, 2010, 06:22:53 PM »
Propaganda war not working was one of the least of our problems in my opinion. Being unable to recrew weapons is a much bigger issue.
2
« on: February 08, 2010, 06:24:50 AM »
As much as I like this mod, I think it is destined to eventually die unless the dev's can somehow get the soviets working with automatch. They say that there is no reason to play regular COH anymore, since EF doesn't change the original factions. But in reality, the reason is still there, I can get a quick 1v1 game against a similarly skilled player using automatch in regular COH. Thats something I can't easily do with EF.
3
« on: January 29, 2010, 01:15:33 AM »
Very interesting. What about the damage of the tank guns?
4
« on: January 25, 2010, 05:44:42 AM »
What about this veterancy system that someone suggested on one of the other page:
They get stuff and abilities as they get vet example vet 1 grenade/sprint vet 2 shrek/lmg vet 3 Camo/unsuppressable
5
« on: January 25, 2010, 05:40:25 AM »
Apparently mechanics can salvage tank wrecks in the latest patch, so body collection is unecessaty now. This makes it fair, now both allies and axis have body collection and vehicle salvaging.
6
« on: January 25, 2010, 05:10:31 AM »
They get stuff and abilities as they get vet example vet 1 grenade/sprint vet 2 shrek/lmg vet 3 Camo/unsuppressable
And so forth.
I love this idea! Although I hope they would have a way to access other infantry based AT aside from having to earn the penzerschreck at vet 2.
7
« on: January 25, 2010, 04:50:17 AM »
Because the soviets with secured resourcing will have way too many upgrades and way too many elite units.
Then perhaps some of their units need to be toned down a bit? When you start ditching fundamental game mechanics because they don't work with your faction, perhaps you need to take a closer look at your faction, rather than saying that this proven mechanic no longer works.
8
« on: January 25, 2010, 04:11:35 AM »
Is that so. The US and PE are very aggressive factions, and they both have access to observation posts, so why can't the SU.
9
« on: January 25, 2010, 04:08:57 AM »
I have found that many members of a conscript squad tend to run out of cover and towards teh enemy very often. I am not sure if this is the same "feature" that has been around since day one, where guys tend to run out of green cover for some reason, or whether this is something to do with EF, but either way, I would like it to be brought to attention. It's so annoying having a few members of the conscript squad run straight over to the other unit and get killed instantly because they are so close, and most of the time, these guys who run out are the ones without a gun so they can't even deal out any damge.
Also, I remember reading that weapon crews can't be remanned because it caused the game to crash, but I think that this is a reasonably high priority issue that needs to be fixed. It's not good enough for the developers to just call it a "feature" because they couldn't get it to work. Sorry if my tone sounds a bit condescending, because I appreciate all the hard work that has gone into this mod, and I think that with justa little but more work, this will be an excellent mod.
10
« on: January 25, 2010, 03:15:27 AM »
Every faction has a way to secure recources. It is an interesting mechanic which allows the player to make a strategic decision: do I try and invest some manpower right now in the hope of getting more fuel or munitions later in the game, or do I just spend my manpower on combat units. It also changes the value of a certain area of map. If I know my opponent has OP'd something, I will try to either cut off that part of the map, or try and attack it, knowing that he has 200 manpower less of combat units.
I believe that the Russian faction should also have this mechanic, like every other faction. They can implement it in a different and interesting way. I can't think of anything on teh spot, but I'm sure some creative people out there can.
11
« on: January 25, 2010, 02:44:01 AM »
I will be 100% honest as a very experienced CoH player. These guys are making an "expansion" type mod for a game that has already been out and developed for a very long time.
There are already game mechanics put into place that work (retreat, unit preservation, teching costs, unit upgrades) and you need to design your faction around those game rules. Your faction does not need to create its own rules or it will not adopt well into the community.
If you dont believe me then just look at the brits 
In order to make a faction play differently... all you have to do is chance these things: Teching, Veterancy, Where you buy units and what they do, and How each unit works together and individually. Thats it.
+1 Developers, please listen to this person because he is 100% correct. I am a lvl 10 to 11 with all factions in ranked 1v1's. I believe the Russian faction will still be different enough to the others, even if it follows the core COH mechanics. You can also add 'healing' and 'body collection' to the list of things which seperates the factions. Healing: US have a medic station which costs fuel and gives free healing to all units around it, WM need to heal their units individually for a munis cost, PE can buy healing at their base or a forward HQ, and british have a medic station and healing in one building which costs fuel, and heals everyone around it for a munis cost. Atm, the Russian healing method is different and interesting, having the medic truck that costs fuel and has a healing aura. Body collection: WM, US and brits all have medics which pick up bodies and give a new squad when enough bodies are collected. Different factions require different number of bodies, and this is made even more interesting with the fact that WM can spawn veteraned units, US can spawn upgraded rifles, but brits can only spawn vanilla infantry sections. PE on the other hand, which is vehicle based, have the bergertiger to salvage destroyed vehicles. I believe the Russian faction should have some sort of body collection mechanic as well.
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